Author Topic: Unreal Engine 4 for ArchViz - Thoughts?  (Read 130025 times)

2018-09-04, 02:57:41
Reply #390

melviso

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Opened the scene in 4.20 version:
 I am using the circle dof.



There is some improvement compared to 4.19. UE4 will be giving a livestream on cinematic depth of field on twitch:
https://forums.unrealengine.com/unreal-engine/events/1520940-unreal-engine-livestream-getting-to-know-cinematic-depth-of-field-sept-6th-live-from-epic-hq
Most definitely they will continue to improve it along with other features.
« Last Edit: 2018-09-04, 03:47:06 by melviso »

2018-09-04, 17:40:22
Reply #391

sebastian___

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This is way better. Even though it still looks like the edges should be a little more blurry and transparent, still it's clearly an improvement.
Can you get pictures where a blade of grass is so blurry and so close to the camera that it's completely transparent/see-through ?

2018-09-05, 07:34:09
Reply #392

melviso

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Ue4 has three DOF methods: Gussian, bokeh and circle dof. They work and appear different in ue4. The circle and bokeh dof mimicks real life camera DOF sort of while guassian is more post process bluring. I doubt it is possible to get it completely transperent or see through like I mentioned earlier, ue4 has sorting issues with transperency, most real time viewport have this issue.

2018-09-05, 14:37:35
Reply #393

sebastian___

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That's a great test and it's much improved even if UE can't get that completely transparent look yet of objects very close to the camera.

2018-09-06, 02:27:18
Reply #394

melviso

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Thanks. Further testing. It's definitely possible using a workaround/trick with material adjustments with dof.
« Last Edit: 2018-09-06, 19:11:48 by melviso »

2018-09-08, 15:49:33
Reply #395

sebastian___

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It's almost there, and the leafs are almost completely transparent, but I feel like the margins should be more blurry. Perhaps with further tweaking it's possible to get more out of it.

I took a quick photo for comparison. It's not pretty, but in front of the camera (lens 50mm, F4.0) there's a dry brown and a green branch and some leafs, and they are completely blurry and see-through.

2018-09-09, 04:42:25
Reply #396

melviso

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I tweaked it further but I don't think dof for game engines are like real world cameras yet. There are definitely some limitations but it can somewhat be close:- )
 I can't wait for the new lighting system they are working on. Hopefully we can get some info this year.

Also, UE4 devs posted their livestream about cinematic depth of field on twitch:
https://www.twitch.tv/videos/306700900

Also wanted to add this It's by UE4arch:
VR walkthrough:
Imagine better dynamic lighting, shadows, GI and interation in VR in the next 5 years. RTX cards definitely is a step in the right direction. Only with time will this be the future.

« Last Edit: 2018-09-09, 04:46:21 by melviso »